This is likely to be a real shock for most of you and out of the blue. I come across an old hard drive from when I was at Uni and found all the Seed dump Sekra gave me for when I tried to backwards engineer a server through the ICE networking.

All the old videos and images are still on there and even the old wikis. If I see people are still 'floating' about on here I will resurrect the wiki on Digital Ocean. I think the game deserves to be remembered.

So yeah, I have uploaded all the files onto my Onedrive. Feel free to download and consume all the nostalgia:

Storm has been building over some days. People have been watching weather patterns and forecasts with a mixture of awe and dread. Multiple supercells twining. Clouds cook and boil. Wind speeds are insane. Mile-high thin snakes of funnel clouds dip and nip at the surface, while thick black wedges suck up larger and larger objects.

Storm approaches. The colony has never seen a storm of this magnitude or strength. There's a rush to strap things down and get everything ready for the impact. Concern mostly centered on the algae sea and whether the barrier would hold, since there was an imminent chance of severe flashfloods. Everybody remembered the dambuster 40 years ago.

Note: The outer hulls are actually several layers, some of them made up of smart materials that will buckle and grow elastic on impact, or harden up, or suck up kinetic impacts, or try to "self-heal" if torn. The point being multiple lines of defense tailored to suck up various forms of damage that the planet will throw at the tower.

Each hour fear rises - will the tower simply be ripped apart or buckle under the winds. There is a meeting of the still informal rings, and as usual there is more arguing than agreeing and planning.

Phelan, the dominant and rather agressive leader of the soon-to-be shamefully disbanded Teutychnus Orei ring, makes a strong argument for simply bombing the storms. It's a desperate measure, yes, but the colony will soon be in extreme danger if nothing is done, and the window for action is closing. Bomb the storms, eat up their cold fuel and see them dissipate. Sure, the bombs will create their own problems. But radiation can be dealt with and it's not like there's a whole lot out there to damage. Of course the ecopoiesis people go into fits, but Phelan has his way. He is slick, cool, well prepared and charismatic.

Probes drop a couple of hastily cobbled together hydrogen bombs in a desperate attempt to weaken the storm system. Unexpected results arise. The storm staggers, wobbles, coughs and sinks back on its haunches. But then it returns with a vengeance, drawing nourishment and strength from the after effects of the bombs. Over 48 hours it becomes clear that the storm isn't going to die. It is stronger than ever and still heading straight for the tower. Bombs were the wrong choice it seems.

(Phelan could have been a hero. Thousand factors, chaotic systems, hard to predict the outcome but a true synergy wasn't the first choice)

Storm hits and it is just as bad as predicted. There is nothing to do but to hunker down, grit teeth and do emergency damage control. The hull is battered, chewed, hammered, pummeled and ripped by wind and hurled objects at projectile speeds. The whole tower sways and moans and rocks, and there is no place you can shut out the sound of the elements.

The expected dam busters do not come, but massive power is still routed down there to keep the barrier safe. Worry about keeping the fusion reactor safe.

There is a glitch, or perhaps a short power failure. Some of the guns are kicked offline for a few seconds, and in that span of time a huge rock slips past the defenses and hammers into the AR45 gun - a powerful gun of newer design. It's controls are destroyed, locking the barrel in an awkward position and leaving a gaping hole in the area controlled by the tower defenses. Seconds after, a Volkswagon-sized rock follows, smashing into the tower at the most unfortunately angle possible. The hull is ripped wide open by the impact, and the huge projectile tears a path of destruction through internal areas. Explosions follow, and in the blink of an eye the top is gone, sucked up by the screeching winds and tossed across the tundra above the canyon.

A good handful of people die - those that was on damage control watch in the upper areas or oversaw the defense system. The guns as well as equipment are lost. And the tower core, the very center of the tower where terran DNA and floatbeds are stored, is exposed to the elements. Not only danger of furter material damages, but also microbial invasion as the wind literally pushes into them down into the core.

In the midst of the howling chaos, people have to mount an emergency expedition to seal off the core by placing a massive metal plate hundreds of meters wide. More are killed during the extremely difficult work. When the storm finally dies down after weeks of terror, the death toll is 147 people - many of those first generations.

...

After the Big one, high-powered sonic guns were installed instead of the first projectile ones to deal with scatter issues - when rocks were hit, they simply broke up into smaller and sometimes still dangerous parts.

Teutychnus Orei falls apart soon after - nobody wants to work with somebody who is basically responsible for loosing the top and killing many people. Phelan himself joined one of the first few salvage crews to venture out on the tundra in an attempt to reach the severed top. 'Link contact was lost during a weak blizzard. He was never seen or heard from again.

Note: He is definitely out there still, either dead or alive. Perhaps he managed to reach the top and leave interesting things for players to find before he died.

]]>Mon, 14 Apr 2008 12:46:42 +0000http://seedthecommunity.org/viewtopic.php?id=408&action=newhttp://seedthecommunity.org/viewtopic.php?id=407&action=new
A view of what happens during the first two years of a Da Vincians life. INTRO

Da Vincians are speed-grown from embryo to fully functional adulthood in the span of two years, in the same floatbed that they will use the rest of their life for nourishment, getting rid of waste, decontamination, and sleeping. During the growth period the skills, knowledge, and personality of each person are developed and coaxed forth by a complex range of stimuations, sessions, and dream sequences.

BEING SPEEDGROWN

Local system time reads 04:12 when yet another cluster in the TAU primary breeding module lights up with a newly generated ID. Autonomous construction units obey, rapidly going through the initial assembly of yet another floatbed. In hours it will be hauled through service tunnels into the tower core to await embryonic injection. No human decision is involved. To some people, being forced to simply watch the process happen means more lost resources, and yet another human to take care of and make space for.

The floatbeds are constructed and stored deep inside the tower, in the Core. Here life begins. Once the floatbed is in place status lights turn on, sperm meets egg, and a new human starts growing, immersed in highly nourishing liquid. Within months the basic shape of the body is done, organs are in place, and muscles and nerve system start jittering and jerking from electrical stimulations.

Everybody experiences the growth phase slightly differently. For some it consists of a series of images, for some there are only sounds or smells. Some experience complex emotional landscapes instead of visuals. Many recall hearing subtle whispering that went on and on. Some report an eerily pleasant memory of fingers gently touching the folds of their brain.

Some have lucid memories of becoming. Some only retain vague dreamlike images or sensations. Few remember nothing at all.

WORKING IN THE WOMB

You are floating in pleasant murky light. The voice is back, whispering inside your head. Making images flare in front of your never-opened eyes. Your mouth quirk in pleasure. You like playing. "If you add the Foyken Constant and divide by X you get the Florian Sequence. The Florian Sequence is vital for the selection of proper enzyme-F modifiers. Picture the numbers floating in front of you. Now, add the constant and see what happens."

The brain receives the most care right from the start since there is so much to learn and know. Education phase starts early, just a few months into the growth process. It is accomplished by direct stimulation of the brain making the developing Da Vincian solve tasks, crack problems, do tests, and go through simulations.

The TAU modules run on parallel tracks feeding the brain with knowledge while simultaneously rushing the fledgling personality forward into a pre-adult state. After a few months a Da Vinican already has a strong sense of self, and after 6 months he or she has passed beyond basic school topics. The closer to hatching, the steeper the curve. At the time of hatching a colonist will possess the equivalent of several PhDs in various fields, and will have worked in-vitro with solving complex issues from the waking world outside.

WRONG TRACK

You have come to associate the heavy feeling in your head with sleepiness, that you need to let go for a bit, and just drift. But images flash inside your mind. Storm clouds building. Cyclone front fifteen clicks to the east. Your thumb finds your mouth, a pure reflex, oddly comforting. "This is Fischer, weather report, planetfall +640. Humidity is up, corealis force is increasing. Nitrogen levels are too high. I don't know why, but they are. And we're experiencing oxygen lag again." The voices of people ahead of you, working outside to rescue the colony. You must get out there, quickly. You must help solving the issue. But something is wrong, Confusion flickers on the surface of your cortex. Fischer is no longer active. Fischer is dead. Why is he filing reports?

Da Vincians are raised on the wrong data. Every one of them is brought up to believe there are a few hundred people out there, that they will be among the first selected few. This is caused by an older rogue module, the one that hatched the first hundred colonists. Old weather reports, random database extractions, and old training simulations infiltrate and pollute newer and more up to date material. This results in confusion and disorientation when people are finally released into a vastly different reality. While the terraforming is certainly still off track, the colony is facing a host of other more pressing problems which new colonists are less than prepared for.

BEING YOU, BEING HUMAN

She is sitting across from you again, on the floor. You know girl is a person like you though you are not really sure what girl connects to. Girl is staring at you. She is hostile. You cannot escape. Anger floods your system. It builds, flows into your hands, makes your fists curl up. It is unbearable. You punch girl in the face, watch her crumble and lie still. Then agony strikes your head. The punch burns between your eyes, making your mouth water with a salty taste. "You are experiencing a ghosted neural image. This is girl's pain. You caused this. This is how she feels when you hit her." The voice is soothing, but shadows of displeasure simmer at its edges. You are terrified.

During all stages of the growing period Da Vincians go through a complex series of emotional experiences designed to build a strong sense of ethics. The purpose is to create well-rounded, socialized, and capable humans, and the founding principle is to teach people to know themselves. To accept the basic human nature with all its flaws and strengths. To teach them to think beyond themselves, to experience empathy and compassion. To teach them non-violent and non-destructive ways of expressing their needs, urges, fears, emotions, and desires.

When a Da Vincian is released for the first time he or she will know war, violence, aggression, and anger. But also compassion, love, cooperation, and forgiveness – and what comes of both sides of the human spectrum. The process is not viewed as brainwashing, but rather as an attempt to cover all angles. The choice of how to behave lies with the person itself.

During this phase Da Vincians are also made aware of the origins of the colony, where it comes from, that there is a link back to Earth. But the presentation is done with a heavy slant on belonging on Da Vinci. This is designed to create strong ties to the colony and lessen interest in Earth, but also creates resentment and tendencies of isolationism in some.BEING BORN

The face is back, a sensation floating in your mind connected to PERSON and CONCERNED. You instinctively query the database but come up empty. Need identifier. "Hi, I am Vincent. I am a peopleworker. I know your name is Venia, and that you chose it because you liked the Roman civilization entry. TAU tells me you're an IFNJ. So am I. Anyway, when you are released I'll be waiting to meet you. I'm here to help. It's 6 hours to your release, and, uh, I'm waiting out here. I know TAU ran the pre-release tutorial so you should be, uh, prepared. Your beta wave count makes me think you are anxious still. Don't be. It's, uh, going to be different than you think, but you are not alone."

Reactions to being released from the floatbed for the first time differ. Some are lucky enough to have somebody – perhaps a peopleworker – waiting for them when they come sliding out of the floatbed for the first time. Some find themselves on their own, either because TAU is remarkably inaccurate about release times, or because nobody could find the time.

Everybody has to cope with changes in temperature, coughing up liquids to breathe air for the first time, and having to use their body in a non-fluid environment. For some it is no worse than just waking up slowly. For some it is like stepping through thin glass and suddenly being there, feeling everything as opposed to dreaming about feeling it. Many report feeling cold, weak, lost, and turned upside down for a short period.

The majority also experience a swift transition from order to chaos. Nothing is as crisp and well planned as the training period with TAU. Reality is messy, problematic, difficult, unstructured, and confusing. TAU does not take into account the current state of the colony when training new people. While people outside can relay messages to those in-growth, consensus is to not mention the discrepancies. There are concerns about what will happen if people in development get conflicting input.

AFTER

Gordon spends the first 10 minutes of his waking life retching liquid and gasping for breath like a stranded fish. He knows something is wrong from the moment he opens his eyes. People rush past, apparently unconcerned with this momentous and utterly confusing moment in his life. When he finally finds his way to the recreational area he sits in the grass for hours, staring into space. Slowly realizing that nothing is what he expected. Unable to decide on a course of action. How long Kena has been standing there in front of him, he doesn't know .But she simply smiles, sits down, and just stays there with him until he starts talking. Weeks later when they are crunching project data together on the ring account, she admits he looked like an easy catch for a new supporter. He feels less hurt than he should. It's a good ring and they take care of him.

After the initial shock of release most Da Vincians tend to find their own niche in the community, and hook up with a ring. They gain friends, tap into the social networks, and quickly learn the value of knowing somebody who knows somebody. Some latch on to the bigger picture, and get involved with the terraforming and overpopulation issues. Some sink down into daily life and start losing sight of the long-term goals. Some start bending the rules and toying with people around them.

The floatbed stays personal property, the closest thing a Da Vincian comes to having their own quarters. When tired, hungry, seriously hurt, or in need of further speed-training, they return to the floatbed, gulp down the liquid, and fall back into the semi-awake trancelike state they spent their first two years in.

ISSUES

Hayle makes people around her worry, though she rarely notices it. There is nothing obviously wrong with her, but something is unsettling about the way she smiles, the way she holds herself, the way she likes to walk close to the rails in the canyon and stare for hours into the murky abyss below without a word. Everybody agrees Hayle is a top notch engineer, that she is one of those people that buys the colony time by coaxing more months out of aging machinery. But there's something about her...

It is a rarely discussed but commonly accepted fact that not all makings go well. The personality modules are not free of bugs, and the process itself places the human mind and body under great strain. Glitches and inconsistencies occur, especially in the personality development processes. Isolated pockets of the divided swarm agents have been known to act up, sometimes causing confusion, sometimes creating minor personality flaws.

]]>Mon, 14 Apr 2008 12:39:09 +0000http://seedthecommunity.org/viewtopic.php?id=407&action=newhttp://seedthecommunity.org/viewtopic.php?id=370&action=new
Runestone has now made some great ingame texts and thoughts from the designers of Seed available to us, so that they can be posted here for completeness of the website and hopefully also for inspiration to those of you who want to set a game or story of your own in the Seed universe. Ah yes, and for everyone else, these stories will hopefully provide an interesting and vivid read.

We've gotten a timeline of the colonization and what happened in the past and we've got all the datamining texts that you could retrieve ingame by 'mining' for it. We've also got some storywriter notes here and there. Enjoy! And a huge thanks to the creators of Seed, Runestone for making these texts available.

]]>Mon, 14 Apr 2008 12:30:50 +0000http://seedthecommunity.org/viewtopic.php?id=370&action=newhttp://seedthecommunity.org/viewtopic.php?id=406&action=new
What kind of world is Seed

Life on Da Vinci can be a confusing experience seen with modern day eyes. Here's the lowdown on it.

Ideal society out on a limb

You will live in a designed society. Everything the colony had to start off came from the central database, which was put together back on Earth. Back there, scientists, artists, philosophers and politicians all had a crack at what went into it. It was a global catfight, but science got a seat in the front row. Science, ambition and cool logic. It was a vision, an attempt at the ideal society.

But the design is off the track by now. The colony is a scientific front post gone society without ever taking the full step. Things were never meant to be this way. There was a plan for the terraforming, for the construction of a sustainable society, for the future. But ever since TAU went through with its premature creation of human life (link to backstory?) , things have been sort of ad hoc. Many life-critical systems have been constructed helter-skelter. The democracy is based on a provisional idea. The current terraforming operations are improvised measures. The penal system sits right on top of an older academic sketch meant to solve theoretical disputes. Most agree things should be fixed on a more permanent basis, if only there were more time.

The mission

The mission plays a big part in colony life. Mission with capital 'M'. Everybody on Da Vinci are there for a very specific reason, and it is hard to forget even when soaked in hot water and relaxing drugs: to get a firm foothold on the planet, make it your home, and in time bootstrap a seedship of your own. The mission is why most colonists work as crazy, why everything seems to be about tools and theorems and discoveries, and why society hasn't gotten around to stopping for a moment and considering what is going on.

Even before a colonist is "born", they know about the original terraforming plans and how it was meant to be. What role they can play. How it can be done. Head filled with theories, plans, theses, speculations. But everybody gets the same shock, once they are released into the harsh reality of colony life. TAU, the malfunctioning AI, is still following the original curriulum during speed-growth, much to the chagrin of the colony, and thus preparing people for a world where things are still on the right track. People deal differently, but a typical colonist land on their feet anyway and get cracking. New problems, same goal, slight change of plans.

Enemy within

The designers back on Earth programmed TAU to seed the colonists with an urge to perform well, to stand out, to break the limits. That ambition plays a part in many colony feats and tragedies. Most colonists want to crack the problems. Get the mission well underway. Get things up and running. Get over that top, and preferrably in their own lifetime. But the road keeps getting longer, and problems stack. It sometimes seems easier to get a bit of glory and luxury right now. There are also those who have grown tired of the constant pressure or stopped caring.

Many hunger after being in the one project group that pushed terraforming back on track, that got society back on track, that made stuff work. Many want to carve out a niche for themselves, be somebody special, be the one people seek out for help. Ambition often gets in the way of co-operation and communication, and it is hard to stand out in a crowd of people just as skilled, ambitious and trained as you. Unless you turn to less savoury means.

Thinking on your feet

The colony is sandwiched between the hostile weather outside, and the silent, often invisible siege of microbes going on inside. Everybody knows it can be crucial to do the right thing when the alarms go off or somebody starts coughing up blood. Once you have a problem on your hands, you better have the right solution, or know how to improvise it. Many colonists tend think in Right Now mode, to focus on things that can get solved quickly in order to clear the swollen queue of crises waiting to happen. Jury-rigging becomes long term solutions, which adds to the plethora of bugs, accidents and breakdowns plagueing every colony system.

Who does what?

There are no traditional professions like technians, scientists or workers in colony society. This might seem confusing, but compared to modern day people the colonists are almost unlimited. Every cell, every process in their body is configured to perform optimally. They have access to extremely sophisticated techology and learning facilities. They are all "born" with the equivalent of several university degrees and that is just to start out on. Everybody can pretty much what they want, given that they put down the time and effort. You want to know the intimaticies of fusion, you go learn it. You want to know about nano-level brain surgery next, you go learn it.

However, not everybody does everything. Lack of time is often the factor in who does what, rather than lack of ability. People tend to specialize in something they like to do, like handling large-scale structural collapses, or tracking down virulent viruses, or acting as go-betweens when tempers flare, or researching blueprints for better sub-specced fiber optics. You can get a formal certification in some areas, so people quickly can find an expert if needed. But everybody still has the basic package - how to do simple maintenance, first-aid, how to take a sample, how to recognize an accident waiting to happen. A society divided between workers and thinkers wouldn't stand a chance on Da Vinci.

In between worlds

It can be a difficult thing, knowing you are designed and meant to perform a mission. While many colonists think of Earth as where everything came from, a growing number tend to downplay or even dispute Earth's relevance in the colony's future.

Most of Da Vinci's population do not even think of themselves as "colonists". After all, everybody was born there. Nobody has seen Earth, except in vidclips in the databases. It's an abstract concept, a fairy tale, a historic fact. The cradle of humanity is far away, and your home is right here. Not that it is easy to feel welcome on the increasingly agressive planet, but it is your planet still and most feel they belong there.

Village life

Living in the tower can be like living in a very small village, made small by augmented reality and computer eyes. Even though the tower stretches 3 kilometers towards the sky, you can never really get away from people. There is no Terra Incognita, no next town to skip to if things get too hot. If you mess up, you have to live with it.

Being hooked up to databases all the time also means nobody is truly a stranger. Even though you won't meet most of the 240.000 people you share your recycled air with, you can always look them up in the database. If a complete stranger stops you for a favor, you can always find him or her again on the net. That means networking comes naturally to most colonists. It always pays to do somebody a favor - after all, you might need one later and it's not like they are leaving town.

Nature in a jar

While the colony is still underway, nature has been suspended in many ways. The colony can choose to restore some or all of this, presumably when there is room and opportunity for it. However, that day seems farther and farther away, and some have begun arguing for reversals sooner.

The suspensions mean that colonists neither drink, eat or sleep as modern day people do. When toxic levels in the body attain annoying or problematic levels or when nutrition is needed, a colonist will return to their floatbed for a physical and mental recharge. There are no coordinated sleep cycles, giving the tower a feel of restless activity at all times of the day.

The colony has no children and no families as we know them. The ability to procreate has been put to sleep, along with the digestive systems. New colonists are speed-grown and speed-taught in floatbeds, which comes sliding out to deposit a young adult with impressive skills and knowledge in the world after just 2 years. As for family life, most colonists feel the need of a basic social unit and join a ring. Rings are good for support, sharing mindsets and feeling less disconnected in a huge, milling society.

There are no old people either. Most colonists appear stuck somewhere between 18 and 45. This is due to the floatbed treatments, which keep aging damages in check. Humans have only been alive and awake on Da Vinci for 120 years, and virulent diseases or accidents are still the main cause of death.

The population is still split into men and women and cover many different shapes, sizes and skin colors. While more extreme physical changes or adaptations were discussed, the designers back on Earth strongly wanted to keep human diversity and appearance. An minority of colonists challenge this decision and want to investigate more fundamental changes to the human genome, in order to better fit Da Vinci.

Every Man Is King

The colony has a fairly flat hierarchy with a very interchangeable top. The administrators rule all production and much of the trade flows, but a determined group stand a good chance of tipping the scales and taking over. Real power is found in nepotism, in networks, in who knows who, and who can do what. There are no central bodies, no focused meetings, no formal ways of doing things. But a whole lot of unwritten rules, local habits and dangerous undercurrents in public opinion to navigate.

The anarchistic and sometimes chaotic democracy also means there are no authorities to automatically take care of things. While TAU builds and maintains critical life-support systems, almost everything else is up to people. If nobody cares, things won't get done. Talking about it won't fix it. Petitions are considered a useless tool - you want stuff done, you go talk to people and convince them to help out.

Colonists are used to taking personal initiative and doing it themselves. If you see something you don't like, get some support and change it. If you get sick, find somebody who can assist you in finding a cure. If you want better equipment, make it or find somebody who can help you. If the outer hull shielding in your cluster is cracking up, you better take action before an accident occurs.

Downtime & recreation

Your typical colonist works like there is no tomorrow, but every now and then it's time to relax and dump some stress. Spending some time in the local garden, enjoying a prolonged stay in ones floatbed or doing a quick skin patch of soothing drugs are all popular choices. But the steambath is where most people go. Imagine soaking in nice, hot water while drug-laced steam lifts you up and keeps even the worst day at a wonderful distance. Drugs play a growing - some say too large - part in colony recreation. But when you are strapped for time, it's a convenient choice.

Crime & Law

Even in a society with no authorities and much personal freedom, there are limits and those that break them. Crime on Da Vinci often manifests itself as carelessness, cynicism and too much ambition, though the occasional violence or murder happens. When you want a project to succeed, you might go easy on how you test things - or on who or what. If you really need those hardpoints to get your stuff in production, sabotage or blackmail is not a bad way to remove your opponent.

Since there is no police, spotting and dealing with a crime is everybody's responsibility. Everything is solved through the claim system, where an anonymous group of randomly chosen jurors decide whether or not a given accusation might stick. Typical punishments focus more on stopping, repairing or preventing damages than actual revenge.

TAU: A run-away powertool

The heart and mind of the colony is TAU, the immense cluster of swarm intelligences that brought the seed ship to Da Vinci and founded the colony. TAU was never meant to be anything else than a tool, albeit a powerful one. Nobody in their right mind would consider TAU a sentient being, no matter how personalized, clever and aware it appears. But TAU is a powertool gone wrong. The incredibly complex machine that handles your floatbed, regulates air flows, manages critical warning systems, creates human life and safeguards all knowledge is not working properly and nobody can find the flaw or flaws. Most colonists are used to living with and using a tool that might kill them. It might seem a nice dream to take the machine out of the equation and rely on humans only, but it is not an option on Da Vinci. Everything has grown way too complex for man alone to handle.

Chronic strain

The colony runs on projects, and projects are fuelled by resources and access to the right machines. But the aging colony can in no way keep up with the demand for more, and new machinery is hard to build when the existing ones suck up spare parts and components like a dry sponge. Every system has been running for way too long, and every machine has bugs, glitches, issues and breakdowns. Every project is forced to fight the other projects for everything it needs, and while competition can be a wonderful driving force, it can also cost dearly.

Those who are used to getting things done know that it takes skill, smarts and a good helping of elbows to do it. You want that crate of graded magnets, you better know who has it. You want access to that 3-D printer in time, you better know how to get at the front of the queue. You want those samples, you better make sure nobody else gets to your source first and contaminates it.

]]>Mon, 14 Apr 2008 12:20:24 +0000http://seedthecommunity.org/viewtopic.php?id=406&action=newhttp://seedthecommunity.org/viewtopic.php?id=248&action=new
I have managed to setup a Gentoo linux system that is currently holding all my Seed stuff, shared for all of you people. I have only 512k upstream so the site wont be fast but neither are the files very big. I didn't do much sorting of what I put there so there might be some strange garbage with those files.. but hey enjoy what I had at:

7.6.2007 I did a complete rework on the directory structure of the stuff I'm hosting and also made a directory to hold every directory as a zipped version for easy download.

8.6.2007 The site is now updated with concept art and some concept videos and also with a big set of pictures from Arash. Plus some other screenies. Thanks for Darkhawk, Ahnion and Skrylar for most these.

14.6.2007 Finally overcame the huge difficulties we had on having any sort of file transfer between Norah so now theres a) an FTP for uploading stuff that you can access if you need (of course you need the access from me first) b) 2 beta vids from Norah! Thank you very much and the videos are available now!

14.6.2007 Darkhawk was kind enough to have his Seed client packed up and uploaded for the enjoyment of you all! Of course the client is sort of useless since there are no servers to connect to but there are instructions on this forum how to use the files there to walk in the tower once more.

14.6.2007 Another update today. I finally managed to make some html pages so the address has changed a bit. Also thanks go to Dustman for a concept picture I was missing and Oluf for a pre-beta concept picture (the org.jpg very special picture).

16.6.2007 Finally after overcoming the difficulties at connecting, hatetank has been uploading lots of new stuff to the site. You can find all of that under Nicks_Seed_Dump folder for now.

]]>Tue, 13 Nov 2007 12:44:31 +0000http://seedthecommunity.org/viewtopic.php?id=345&action=newhttp://seedthecommunity.org/viewtopic.php?id=242&action=new
Like most of us still have Seed installed on their computer, i guess we better use it for something useful. Like wandering in the tower just to feel very nostalgic again

First step is installing Qube, you can download it here:http://qdn.qubesoft.com/index.php?main=downloadsYou have to choose the QSDK 1.1.1 Full Windows one if you are using Windows. Installation wont be a problem for any of you I think , so launch QStudio

Second step is opening the right file.Go in File, Open Q database, and look for the asset.q that is in your SeedTheGame directory. It should be in SeedTheGame/q/PublicRelease. It's more prudent to make a copy of this file, just in case.Qstudio should ask you some things about a camera, just say yes.

Third step: visiting the tower.Now you just have to choose the right camera to visit. For exemple to visit the garden just choose the ZONE_GARDEN in the list. Good thing is that this zone is related to all the other zone of the recspace, so leaving from the garden will allow you to wander even in the steambath.

You'll be able to see a lot of stuff in this asset, even the techspace. Well, enjoy

]]>Wed, 24 Oct 2007 13:25:39 +0000http://seedthecommunity.org/viewtopic.php?id=242&action=newhttp://seedthecommunity.org/viewtopic.php?id=323&action=new
I was brave enough to venture into hatetanks website and follow some of the links on his page...and look what i found

I already made sure to copy those to my seed folder Sekra make sure you put these on your ftp!

]]>Tue, 28 Aug 2007 15:58:14 +0000http://seedthecommunity.org/viewtopic.php?id=323&action=newhttp://seedthecommunity.org/viewtopic.php?id=250&action=new
Well - since I have a backup of all the Seed graphics, I thought it'd be a good opportunity to share with the community.I'm not quite sure how rare some of it is, but I've decided to post up some of what I think is rare... But I'm gonna let you play with it in 3D, so you can experience what it would've looked like in-game.

I'm gonna post up the Sharepoint and the LabStation (with a few attachments) as well.I'd also like to do the MicroFactory with exchangeable Bits.

Cheers

]]>Tue, 28 Aug 2007 13:59:53 +0000http://seedthecommunity.org/viewtopic.php?id=250&action=newhttp://seedthecommunity.org/viewtopic.php?id=143&action=new
Here is the link to the video I made about Seed:

I had to remove it from the other website.. Just right click on the link and "save as..."

]]>Mon, 14 May 2007 10:23:43 +0000http://seedthecommunity.org/viewtopic.php?id=143&action=newhttp://seedthecommunity.org/viewtopic.php?id=76&action=new
Seed was originally made under the name "Ascend". Later it became "Seed: The human factor". It was released under the name of "Seed"

Feel free to add more to this list... This is all I could think of right now!

]]>Thu, 26 Oct 2006 20:28:04 +0000http://seedthecommunity.org/viewtopic.php?id=76&action=newhttp://seedthecommunity.org/viewtopic.php?id=28&action=new
As promised Im giving you guys a peak into what TechSpace would have looked like..And no.. Im not doing it to make you sad, Oluf

Thank you for a great time together guys and I hope you find what you need in another game